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Martial Weapons

NAME COST DMG (S) DMG (M) CRIT. RANGE WEIGHT TYPE SPECIAL CATEGORY
Armored Fist 15 gp 1d4 1d6 x2 - 4 lb. B or S Unarmed, See text One-Handed (Melee)

Exotic Weapons

NAME COST DMG (S) DMG (M) CRIT. RANGE WEIGHT TYPE SPECIAL CATEGORY
Walking Cane 3 sp 1d4 1d6 x2 - 1 lb. B Disarm, Fragile One-Handed Exotic (Melee)
Umbrella 1 gp 1d4 1d6 x2 - 2 lbs. B Blocking, Disarm, Distracting, Fragile One-Handed Exotic (Melee)
Wide-Brimmed Hat 2 cp 1d2 1d3 x2 30 ft. 1 lb. B - One-Handed Exotic (Throwing)
Cutlery 1 cp 1d2 1d4 19-20 x2 10 ft. 1 lb. P/S - One-Handed Exotic (Melee)
Pen/Quill 1 sp 1d3 1d4 x3 10 ft. 1 lb. P Fragile Light Exotic (Melee)
Broom 3 cp 1d4 1d6 x2 - 2 lbs. B Disarm, Fragile, Monk, Trip One-Handed Exotic (Melee)
Servant’s Gloves 1 gp 1 1d2 19-20 x2 - 1 lb. P and B Monk Light Exotic (Melee)
Serving Platter 2 gp 1d3 1d4 x2 10 ft 3 lbs. B Blocking Light Exotic (Throwing)
Sewing Pins (20) 1 gp 1 1 18-20 x2 10 ft. 1 lb. P Nonlethal Ranged Exotic (Throwing)
Sewing Shears 5 gp 1d2 1d3 18-20 x2 10 ft. 1 lbs. P or S - Light Exotic
Sewing Needle 15 gp 1d3 1d4 18-20 x2 - 2 lb. P - One-Handed Exotic
Seam Ripper Spear 60 gp 1d6 1d8 18-20 x2 - 10 lbs. P/S Reach, sunder Two-Handed Exotic

Weapon Abilities

Unarmed: These weapons do not impede a user’s ability to use their unarmed strikes. A user wielding an Unarmed weapon may consider themselves unarmed when it would benefit them (Such as attempting a Steal maneuver, a Monk’s Unarmed Strike damage, being a light weapon, or a natural attack originating from that limb). They may hold other weapons, but lose the benefit of the Unarmed weapon while holding other weapons. Should an Unarmed weapon be enchanted or modified, it passes these enchants down onto the wielder’s unarmed or natural attack (Should the natural attack be on the correct limb). The effect does not stack with an Amulet of Mighty Fists or similar effects.

Aquatic Weapons

New weapons are described below. Those on this table that are not described are nearly identical to their drylander counterparts and are described in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook.

Simple Weapons

Unarmed Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Gauntlet 3 gp 1d2 1d3 ×2 -1 B strapped
Unarmed strike 1d2 1d3 ×2 B nonlethal

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Dagger 3 gp 1d3 1d4 19–20/×2 15 ft. -1 P or S plunge
Dagger, punching 3 gp 1d3 1d4 ×3 -1 P
Gaff 5 gp 1d2 1d3 ×3 -1 P and S barbed, disarm, trip
Gauntlet, spiked 6 gp 1d3 1d4 ×2 -1 P strapped
Gut Razor 4 gp 1d3 1d4 ×3 -1 S barbed
Sickle 7 gp 1d4 1d6 ×2 -2 S trip

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Fisher Spear 3 gp 1d4 1d6 19-20/×2 10 ft. -3 P barbed, plunge
Kelp Fork 4 gp 1d4 1d6 ×3 -4 P
Shortspear 2 gp 1d4 1d6 ×2 25 ft. -3 P plunge
Urchin Fist 9 gp 1d6 1d8 ×2 -7 B and P strapped

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Longspear 6 gp 1d6 1d8 ×3 -10 P brace, reach
Paddle Staff 10 gp 1d4/1d4 1d6/1d6 19-20/×2 -10 S double, see text
Quarterstaff 1d4/1d4 1d6/1d6 ×2 -4 B double, monk
Scoop Net 15 gp -7 see text
Spear 3 gp 1d6 1d8 ×3 -7 P brace

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Crossbow, heavy 60 gp 1d8 1d10 19–20/×2 80 ft. -9 P
Bolts, crossbow (10) 1 gp -1
Crossbow, light 40 gp 1d6 1d8 19–20/×2 50 ft. -4 P
Bolts, crossbow (10) 1 gp -1
Dart 1 gp 1d3 1d4 ×2 25 ft. -1 P plunge
Javelin 2 gp 1d4 1d6 ×2 35 ft. -2 P plunge
Net 10 gp 10 ft. -7 plunge
Shuriken (5) 2 gp 1 1d2 ×2 5 ft. -1 P plunge

Martial Weapons

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Handaxe 7 gp 1d4 1d6 ×3 -3 S
Kukri 9 gp 1d3 1d4 18–20/×2 -2 S
Spiked armor special 1d4 1d6 ×2 special P strapped
Sword, short 11 gp 1d4 1d6 19–20/×2 -2 P
Short Trident 12 gp 1d6 1d8 ×2 -3 P
Sea Reaver 15 gp 1d6 1d8 18-20/×2 -6 P

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Ichida 15 gp 1d4 1d6 19-20/×2 40 ft. -3 P plunge, brace
Leiomano 3 gp 1d4 2d3 ×3 3 S and B
Rapier 21 gp 1d4 1d6 18–20/×2 -2 P
Trident 16 gp 1d6 1d8 ×2 -4 P brace
Triton Fork 30 gp 1d6/1d4 2d4/1d6 19-20/×2 -7 P double
War Fork 10 gp 1d6 1d8 ×2 -3 P brace

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Flayspear 15 gp 1d6 1d8 ×4 -9 P barbed
Glaive 9 gp 1d8 1d10 ×3 -11 S reach
Greatspear 40 gp 1d10 2d6 19-20/×2 -20 P
Halberd 11 gp 1d8 1d10 ×3 -13 P brace, trip
Lance 11 gp 1d6 1d8 ×3 -11 P reach
Long Trident 20 gp 1d6 1d8 ×2 -13 P reach
Ranseur 11 gp 1d6 2d4 ×3 -13 P disarm, reach
Treble Fork 12 gp 1d6 1d8 19-20/×3 -9 P reach

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Longbow 80 gp 1d6 1d8 ×3 60 ft. -3 P
Arrows (20) 1 gp -3
Longbow, composite 110 gp 1d6 1d8 ×3 70 ft. -3 P
Arrows (20) 1 gp -3
Shortbow 35 gp 1d4 1d6 ×3 30 ft. -2 P
Arrows (20) 1 gp -3
Shortbow, composite 80 gp 1d4 1d6 ×3 40 ft. -2 P
Arrows (20) 1 gp -3

Exotic Weapons

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Kama 3 gp 1d4 1d6 ×2 -2 S monk, trip
Sai 2 gp 1d3 1d4 ×2 -1 B disarm, monk
Singham 4 gp 1d4 1d6 ×2 -1 P monk
Sun Wheel 10 gp 1d3 1d4 ×3 -1 S
Tail Spikes 10 gp 1d2 1d4 ×2 -1 P strapped, see text
Tsuribari 5 gp 1d2/1d2 1d3/1d3 ×2 -1 P double (monk only), monk

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Dragon Fork 15 gp 1d6 1d8 ×3 -9 P monk
Elven Fork 25 gp 1d8 1d10 ×3 -11 P and S brace
Fin Razors 30 gp 1d4 1d6 19-20/×2 -9 S see text, strapped
Harpoon 5 gp 1d6 1d8 ×2 25 ft. -6 P plunge, barbed, see text
Jaw Blades 10 gp 1d6 1d8 ×3 -6 P strapped, trueform
Moon Glaive 20 gp 1d8 1d10 ×2 -11 S monk
Narwhal Harness 30 gp 1d4 1d6 19-20/×2 -9 P strapped, trueform

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Chain, spiked 26 gp 1d6 2d4 ×2 0 P and S disarm, trip
Dire Fork 20 gp 1d6/1d6 1d8/1d8 ×2 -15 P double
Marlin Harness 60 gp 1d6 2d4 19-20/×2 -11 P brace, strapped, trueform

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Crossbow, hand 150 gp 1d3 1d4 19–20/×2 20 ft. -2 P
Bolts (10) 1 gp -1
Crossbow, repeating heavy 450 gp 1d8 1d10 19–20/×2 80 ft. -13 P
Bolts (10) 1 gp -1
Crossbow, repeating light 300 gp 1d6 1d8 19–20/×2 50 ft. -7 P
Bolts (10) 1 gp -1

* Cost reflected is for swampwood, coral or shell items. Double the cost for ever-ice items. Add 50% of the cost for auranite or mithrite items.

1 Buoyancy listed is for items made of shell or coral. For ever-ice, make this number positive. For Swampwood, make this number positive and multiply by 5. For metals (including auranite) multiply the listed number by 5. If the item is of mixed materials, go with the majority of material. Buoyancy figures are for Medium weapons. For a Small weapon divide by 3, and a Large weapon multiply by 3. (For tiny and smaller weapons, the buoyancy rating is +/-0, for huge and larger weapons, continue multiplying by 3 for each category above Large).

2 When two types are given, the weapon is both types if the entry specifies "and," or either type if the entry specifies "or."

Aquatic Weapon Qualities

Aquatic weapons may have the unique qualities listed below.

Barbed: Barbed weapons are often designed for fishing purposes, and can trap tiny creatures. When creatures two size categories smaller than you are damaged by this weapon, make a combat maneuver check to grapple it (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against it. A barbed weapon requires a DC 15 strength check to break free. If you drop the weapon, the target can free itself as a standard action.

Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, which is often slightly longer than their thrown counterparts. Plunge weapons are described in more detail at the end of chapter 1.

Strapped: strapped weapons are physically strapped or attached to you in some way and therefore cannot be disarmed.

Trueform: These weapons are specially designed for creatures with the trueform subtype, and are useable only by creatures with that subtype.

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